Lord
Nobles attached to royal houses, Lords are more often than not aspiring tacticians and warriors capable of achieving great power through effort and training. A Lord has the most versatility in weaponry than any class, and boasts the ability to become a physical or magic unit.
(Note: If a Lord dies, the game is not over, unless the GM rules it as such.) Lords have great luck and speed, making them able to critically hit with ease and dodge enemies' attacks. Their defense and resistance are lackluster though, making enemy attacks a real danger to them. |
Weapon Proficiency: (Pick One) Sword, Lance, Axe, Bow or Anima, Dark, Light, Staff
Base HP: 16 + 1d4 Constitution: 2d4 + 2 Base Move Speed: 4 Upgrades to: Great Lord Stats Strength or Magic: 4 (40%) Defense: 4 (20%) Resistance: 4 (20%) Skill: 8 (40%) Speed: 10 (60%) Luck: 10 (80%) |
Myrmidon
While some dedicate themselves to the blade and the strength behind their swings, Myrmidons believe solely in the speed of their strikes and make this known to the world. More commonly associated with mercenaries or killers for hire, Myrmidons are either eastern warriors true to the blade, or savages seeking to kill as efficiently as possible.
Their high speed and luck makes them deadly opponents coupled with their skill. Strength and Defense are low however meaning dishing out punishment and taking it isn't their specialty. |
Weapon Proficiency: Sword
Base HP: 16 + 2d4 Constitution: 2d4 + 4 Base Move Speed: 4 Upgrades to: Swordmaster or Assassin Recruit Upgrade Bonuses: STR: +2, DEF: +1, RES: +0, SKL: +2, SPD: +4, LUK: +1 Stats Strength: 2 (20%) Defense: 2 (20%) Resistance: 4 (40%) Skill: 8 (40%) Speed: 12 (80%) Luck: 8 (60%) |
Thief
Not particularly built for front-line combat, Thieves pride themselves in their ability to unlock any lock and lift the items from opponent's inventories. Because of this, they are great for taking away an enemies' vulnerary, elixir, promotional item, or iron runes then quickly running away afterwards to go find them some loot.
(Note: Thieves cannot steal weapons with their Steal skill.) Ill-suited for combat unless they promote into an Assassin, Thieves are best for utility and roleplay skills due to their ability to steal, use lockpicks, and cover many bases roleplay skill wise. |
Weapon Proficiency: Sword
Base HP: 13 + 1d4 Constitution: 1d4 + 4 Base Move Speed: 5 Skills: Steal, Lockpick Upgrades: Rogue or Assassin Recruit Upgrade Bonuses: STR: +1, DEF: +0, RES: +0, SKL: +2, SPD: +6, LUK: +2 Stats Strength: 2 (20%) Defense: 2 (20%) Resistance: 2 (40%) Skill: 6 (40%) Speed: 10 (60%) Luck: 12 (80%) |
Pirate
Users of axes and travelers across the open sea, Pirates never back down from a challenge if it means money and/or women will be gained. Though commonly associated with Brigands due to their rough nature, pirates have a democratic ship system with their captain, and ruthless pirates are few and far between.
(Note: Pirates lose the ability to move freely on sea if they promote to a Warrior.) Their high strength and skill guarantees the enemy will be feeling the pain, however their low resistance and speed means magic users will hit hard, and sometimes even double the pirate. |
Weapon Proficiency: Axe
Base HP: 18 + 1d4 Constitution: 2d4 + 5 Base Move Speed: 4 (Can move on sea freely) Upgrades to: Berserker or Warrior Recruit Upgrade Bonuses: STR: +2, DEF: +1, RES: +0, SKL: +1, SPD: +0, LUK: +0 Stats Strength: 10 (80%) Defense: 6 (40%) Resistance: 2 (20%) Skill: 8 (60%) Speed: 2 (20%) Luck: 4 (40%) |
Fighter
Strong and unbreakable axe wielders, these soldiers often serve under kingdoms or as town guards. With their large muscles and intimidating demeanor, Fighters are valuable juggernauts.
Their Strength and Defense make damaging them a challenge, however they can be easily hit and do not critically hit often, nor do they resist magical attacks very well. |
Weapon Proficiency: Axe
Base HP: 18 + 1d4 Constitution: 2d4 + 6 Base Move Speed: 4 Upgrades to: Warrior or Hero Recruit Upgrade Bonuses: STR: +3, DEF: +1, RES: +0, SKL: +2, SPD: +0, LUK: +0 Stats Strength: 10 (80%) Defense: 8 (60%) Resistance: 2 (20%) Skill: 4 (40%) Speed: 2 (40%) Luck: 2 (20%) |
Mercenary
Arena fighters and sellswords, Mercenaries prove that just about anything can be bought with money so long as the price is high enough. Focusing on striking and damaging exceptionally well, Mercenaries make use of their great combat skill to take down enemies that would normally be a large threat to them.
Mercenaries' primary assets are their Skill and Strength, however Luck and Resistance are their flaws making magic users a challenge, and critical hits unlikely without killer weapons. |
Weapon Proficiency: Sword
Base HP: 16 + 1d6 Constitution: 2d4 + 4 Base Move Speed: 4 Upgrades to: Ranger or Hero Recruit Upgrade Bonuses: STR: +1, DEF: +1, RES: +0, SKL: +2, SPD: +2, LUK: +0 Stats Strength: 7 (60%) Defense: 7 (40%) Resistance: 4 (20%) Skill: 7 (80%) Speed: 7 (40%) Luck: 4 (20%) |
Archer
Users of bows who are skilled enough in their practice to pierce enemies almost always without fail. Though Archers are powerful from a distance, they are weak to enemies directly in front of them and will be prone to attacks they cannot counter.
Their Skill ensures plenty of hits to land, and their speed does help them dodge enemy attacks and potentially double enemies with lower speed than them. Their defense and resistance are lacking, meaning they not only can't counter attacks in front of them, but said attacks may cripple them quickly. |
Weapon Proficiency: Bow
Base HP: 16 + 1d6 Constitution: 1d4 + 4 Base Move Speed: 4 Skills: Can use Ballista Upgrades to: Ranger or Sniper Recruit Upgrade Bonuses: STR: +0, DEF: +0, RES: +0, SKL: +2, SPD: +2, LUK: +0 Stats Strength: 4 (40%) Defense: 2 (20%) Resistance: 2 (20%) Skill: 12 (80%) Speed: 10 (60%) Luck: 6 (40%) |
Cavalier
Mounted users of spears and swords, Cavaliers are the only mounted unpromoted unit, and make use of this by being one of the most versatile of classes. Though Cavaliers are more often than not serving under a lord or baron, they can also simply be someone learning combat from horseback, or mercenaries.
Their Strength and Skill are their assets along with their Defense and Sped, however Resistance and Luck mean that critically hitting will be hard (starting at 0% at 1st level), and taking damage from enemy mages will be bothersome. |
Weapon Proficiency: Sword, Lance
Base HP: 18 + 1d6 Constitution: 2d4 + 3 Base Move Speed: 6 (Mounted) Upgrades to: Paladin or Great Knight Recruit Upgrade Bonuses: STR: +1, DEF: +1, RES: +0, SKL: +1, SPD: +2, LUK: +0 Stats Strength: 8 (80%) Defense: 5 (40%) Resistance: 2 (20%) Skill: 8 (60%) Speed: 6 (40%) Luck: 1 (20%) |
Knight
As their name implies, Knights are commonly associated with large throne rooms defending a King and being loyal to a fault. With this in mind, Knights do not stray from this often, though when they do they take up jobs where their shields can serve people.
Being the most defensive unpromoted unit, Knights can take damage like a truck, and with their equally impressive Strength score they can dish out punishment just as well. Their low speed however means hitting them won't be too hard. |
Weapon Proficiency: Lance
Base HP: 19 + 1d4 Constitution: 3d4 + 5 Base Move Speed: 3 (Armored) Upgrades to: General or Great Knight Recruit Upgrade Bonuses: STR: +1, DEF: +4, RES: +0, SKL: +0, SPD: +0, LUK: +0 Stats Strength: 6 (60%) Defense: 12 (80%) Resistance: 2 (20%) Skill: 6 (40%) Speed: 1 (20%) Luck: 4 (40%) |
Pegasus Knight
Soaring through the skies, these flying units make good use of lances and their tremendous speed on the back of a pegasi. It is to be believed that the reason pegasi only accept females as their riders is due to the age old myth that they only accept "Pure-hearted maidens" as their riders. Despite this, there are a few known male pegasus riders.
Their speed and skill make them useful as they are able to strike almost without fail, however their low strength and defense makes them vulnerable to other physical units and archers. Their resistance makes them particularly useful against magic users. |
Weapon Proficiency: Lance
Base HP: 15 + 1d4 Constitution: 1d4 + 3 Base Move Speed: 6 (Flying) Upgrades to: Falcon Knight, Wyvern Knight, or Dark Flier. Recruit Upgrade Bonuses: STR: +0, DEF: +0, RES: +0, SKL: +2, SPD: +4, LUK: +0 Stats Strength: 2 (20%) Defense: 2 (20%) Resistance: 6 (40%) Skill: 8 (60%) Speed: 10 (80%) Luck: 6 (40%) |
Wyvern Rider
The trainers and tamers of large wyverns, these soldiers train to overpower their enemies and strike them with ease. Wyvern Riders are rare due to the difficulty of achieving a bond with a Wyvern that both men and women struggle with. Despite this, if a bond is formed it is known to be unbreakable by even the most nefarious people.
Their strengths lie in their...well, Strength and Skill. Because of this and their ability to fly, they can move across the battlefield and take down potential threats. They still have to watch out for archers much like Pegasus Knights. |
Weapon Proficiency: Lance
Base HP: 17 + 1d4 Constitution: 1d6 + 4 Base Move Speed: 6 (Flying, Dragon) Upgrades to: Wyvern Knight, Wyvern Lord, or Griffon Rider. Recruit Upgrade Bonuses: STR: +2, DEF: +1, RES: +0, SKL: +1, SPD: +2, LUK: +1 Stats Strength: 8 (60%) Defense: 6 (40%) Resistance: 2 (20%) Skill: 10 (80%) Speed: 8 (40%) Luck: 2 (20%) |
Shaman
Hard to kill users of dark magic, these magic users unlike other magic units can take hits from physical units. Learning under a Druid or Summoner master and practicing eldritch magic in solitude, Shamans are seen by society as recluses often and creepy.
They benefit greatly from their high defense and resistance growths, their magic assisting in killing enemies with ease. They suffer however from low speed and luck making them easy to hit. |
Weapon Proficiency: Dark
Base HP: 15 + 1d4 Constitution: 1d4 + 3 Base Move Speed: 4 Upgrades to: Druid, Summoner, or Dark Flier Recruit Upgrade Bonuses: MAG: +4, DEF: +0, RES: +2, SKL: +0, SPD: +0, LUK: +0 Stats Magic: 8 (60%) Defense: 6 (40%) Resistance: 10 (80%) Skill: 4 (40%) Speed: 2 (20%) Luck: 2 (20%) |
Monk
Holy men and women who study the ancient practices of light magic. Their jobs are as maintainers of churches and owners of shrines, teaching people of their deities' ways. A Monk is considered breaking his deities' vows by senselessly murdering without reason, however if a reason is given most evil deities do not detest such acts. This is done to maintain balance.
Their assets are their Skill and their Magic, meaning they'll strike often with their light tomes and hard. Like most magic users and high skill units, their defense leaves something to be desired. |
Weapon Proficiency: Light
Base HP: 15 + 1d4 Constitution: 1d4 + 3 Base Move Speed: 4 Upgrades to: Bishop or Sage Recruit Upgrade Bonuses: MAG: +2, DEF: +0, RES: +2, SKL: +1, SPD: +0, LUK: +0 Stats Magic: 8 (60%) Defense: 2 (20%) Resistance: 6 (40%) Skill: 10 (80%) Speed: 4 (40%) Luck: 2 (20%) |
Mage
Practitioners of elemental and arcane magic, the mage uses the force of nature around them to cast destructive spells such as Thunder, Fire, and Elfire. Their powerful magic shines even at early levels, and makes them sought after by lords.
Despite their tremendous magic and resistance scores, they suffer like most magic users in the area of Defense, however unlike most magic users it's abysmally low (meaning they'll take full damage if they don't get another point of defense). Just as pitiful is their Luck, meaning without an additional point they can't critically hit naturally. |
Weapon Proficiency: Anima
Base HP: 16 + 1d4 Constitution: 1d4 + 4 Base Move Speed: 4 Upgrades to: Mage Knight or Sage Recruit Upgrade Bonuses: MAG: +6, DEF: +0, RES: +0, SKL: +0, SPD: +0, LUK: +0 Stats Magic: 12 (80%) Defense: 1 (20%) Resistance: 8 (60%) Skill: 5 (40%) Speed: 4 (40%) Luck: 1 (20%) |
Priest/Cleric
Virtually identical in almost every way, Priests and Clerics are the owners of small churches and cathedrals to their deity. Their inability to damage opponents causes worry in their allies, however most Priests/Clerics understand the dangers of the battlefield.
The Priest's strongest asset is his ability to shrug off a good deal of magic damage, more so than other classes, while his magic is decent enough that his healing will recover allies. The Cleric's strongest asset is her ability to heal her enemies almost entirely with her high magic making her better at straight up curing than the priest is while her resistance is decent for shrugging off magical damage. |
Priest
Weapon Proficiency: Staff Base HP: 13 + 1d6 Constitution: 1d4 + 2 Base Move Speed: 4 Upgrades to: Bishop or Sage Recruit Upgrade Bonuses: MAG +2, DEF: +0, RES: +2, SKL: +0, SPD: +2, LUK: +0 Stats Magic: 8 (60%) Defense: 2 (20%) Resistance: 10 (80%) Skill: 2 (20%) Speed: 6 (40%) Luck: 4 (40%) |
Cleric
Weapon Proficiency: Staff Base HP: 13 + 1d4 Constitution: 1d4 + 2 Base Move Speed: 4 Upgrades to: Bishop or Valkyrie Recruit Upgrade Bonuses: MAG: +2, DEF: +0, RES: +2, SKL: +0, SPD: +1, LUK: +1 Stats Magic: 10 (80%) Defense: 0 (20%) Resistance: 8 (60%) Skill: 2 (20%) Speed: 6 (40%) Luck: 6 (40%) |
Soldier
The most commonly found foot-soldier inside castles. Soldiers train long and hard to protect the king, baron, or noble they've been stationed to serve.
Soldiers have well rounded stats at the start, however their Skill and Strength makes them able to hit enemies really well and deal a good amount of damage. |
Weapon Proficiency: Lance
Base HP: 17 + 1d6 Constitution: 2d4 + 4 Base Move Speed: 4 Upgrades to: General, Paladin, or Halberdier Stats Strength: 5 (60%) Defense: 5 (40%) Resistance: 5 (20%) Skill: 5 (80%) Speed: 5 (40%) Luck: 5 (20%) |
Brigands
The most simple-minded of enemies, Brigands use their large axes like they were fly swatters, batting enemies down into the ground and making sure they stay down. Brigands are often the first enemies people face.
Brigands excel in one thing: Strength. Though they have a good growth in Defense, their Strength will be their sole focus as they use it to beat the shit out of their enemies with their great axes. |
Weapon Proficiency: Axe
Base HP: 18 + 1d6 Constitution: 2d4 + 4 Base Move Speed: 4 (Can move in mountains freely) Upgrades to: Berserker or Warrior Stats Strength: 12 (80%) Defense: 4 (60%) Resistance: 2 (20%) Skill: 2 (40%) Speed: 2 (40%) Luck: 2 (20%) |
Tactician
Students of tactics and great studies beyond their tactical acumen, also treading in the areas of swordplay and magic (though only one of said two). A Tactician best serves a a lord or leader of a mercenary guild, making sure their troops take the best routes possible and take the advantage.
Tacticians are unique due to the fact that the player chooses where their stat growths go. A Tactician is thus malleable and can be strong and weak in any area. It is advised the GM be careful about allowing the Tactician into the game. The Tactician does not command the entire party during combat, and thus does not control other player’s units, only his own. |
Weapon Proficiency: (Choose one) Sword or Anima
Base HP: 15 + 1d4 Constitution: 1d4 + 4 Base Move Speed: 4 Upgrades to: Grandmaster Stats Players choose the stat growths for the Tactician. Stat growths are as follows: 80%, 60%, 40%, 40%, 20%, 20%. Strength or Magic: 6 Defense: 5 Resistance: 4 Skill: 5 Speed: 6 Luck: 4 |
Nomad
Mounted wielders of bows, Nomads make up for one potential flaw of the archer, that being mobility. Nomads are certainly not best for the front lines, however they are more suited than their Archer cousins.
Their Speed and Skill are their assets while Luck and Resistance are their downfalls. |
Weapon Proficiency: Bow
Base HP: 12 + 1d4 Constitution: 1d6 + 2 Move: 5 (Mounted) Stats Strength: 5 (40%) Defense: 5 (40%) Resistance: 0 (20%) Skill: 8 (60%) Speed: 10 (80%) Luck: 4 (20%) |
Hunter
A more savage and raw version of an archer, these users of bows stray a bit from their cousins using their Strength as opposed to Skill as their main stat. Hunters are often forest dwellers who hunt game for sport, or mercenaries working to the highest bidder.
Hunters use Strength, meaning their arrows will deal a good amount of damage to their opponents. |
Weapon Proficiency: Bow
Base HP: 15 + 1d4 Constitution: 1d4 + 6 Move: 4 Promotes to: Ranger or Hide Hunter Stats Strength: 10 (80%) Defense: 4 (40%) Resistance: 2 (20%) Skill: 2 (20%) Speed: 8 (60%) Luck: 5 (40%) |
Troubadour
More often than not a noblewoman who takes up the battlefield. Due to inexperience with combat, they're forced to using their healing prowess to aid their allies and stop their enemies.
Their stats are similar to that of a Cleric save for the Troubadour being mounted and having different promotional options ahead of them. |
Weapon Proficiency: Staff
Base HP: 12 + 1d4 Constitution: 1d4 + 2 Move: 5 (Mounted) Promotes to: Valkyrie or Mage Knight. MAG: 10 (80%), DEF: 1 (20%), RES: 6 (60%), SKL: 1 (20%), SPD: 4 (40%), LUK: 6 (40%) |
Arcanist |
Weapon Proficiency: Light
Base HP: 14 + 1d6 Constitution: 1d4 + 4 Move: 4 Promotes to: Wilder or Sage MAG: 6 (60%), DEF: 4 (40%), RES: 4 (40%), SKL: 2 (20%), SPD: 12 (80%), LUK: 4 (20%) |